/* Copyright (c) <2003-2022> <Julio Jerez, Newton Game Dynamics>
* 
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef __ND_CONTACT_CACHE_H__
#define __ND_CONTACT_CACHE_H__

#include "ndCollisionStdafx.h"
#include "ndContact.h"

class ndContactArray : public ndArray<ndContact*>
{
	public:
	ndContactArray();
	ndContactArray(const ndContactArray& src);
	~ndContactArray();

	void DeleteAllContacts();
	void DetachContact(ndContact* const contact);
	ndContact* CreateContact(ndBodyKinematic* const body0, ndBodyKinematic* const body1);

	ndSpinLock& GetLock() const;
	D_COLLISION_API ndInt32 GetActiveContacts() const;

	private:
	mutable ndSpinLock m_lock;
};

inline ndSpinLock& ndContactArray::GetLock() const 
{
	return m_lock;
}

#endif